Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DarkShadow- on February 07, 2007, 07:30:57 am
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I'm wondering if someone could give me an hand here. In my Mod I'm using a slightly changed version of the GTD Sirona and I need some more turrets on the ship. Well, I have tried using Modelview for that but now I'm kinda sure it can't be done with this program (or I'm too stupid ^^). Atm the Mod is still far from being finished and imo it's too early to create a team for it, but I would like to know if adding turrets to a POF is possible at all.
If anyone can do the work for me I would appreciate that (of course you will be credited). I made some screens to show you where I need those turrets added:
The submodel should be the same as in turret20, the turrets need to be on both sides of the ship.
(http://img246.imageshack.us/img246/4961/turretsomen01hu3.th.jpg) (http://img246.imageshack.us/my.php?image=turretsomen01hu3.jpg)
This is the upper part of the ship. I need 4 more so all "black cubes" have one on them. Also submodel of turret20.
(http://img206.imageshack.us/img206/966/turretsomen02md0.th.jpg) (http://img206.imageshack.us/my.php?image=turretsomen02md0.jpg)
This is the back of the ship. I need 2 turrets (submodel turret20) at the engines.
(http://img206.imageshack.us/img206/5394/turretsomen03bd8.th.jpg) (http://img206.imageshack.us/my.php?image=turretsomen03bd8.jpg)
Here I need a big beam (submodel turret01) on the upper part of the ship.
(http://img72.imageshack.us/img72/1677/turretsomen04km7.th.jpg) (http://img72.imageshack.us/my.php?image=turretsomen04km7.jpg)
Same goes for the lower part of the ship (submodel turret01).
(http://img250.imageshack.us/img250/7707/turretsomen05vl1.th.jpg) (http://img250.imageshack.us/my.php?image=turretsomen05vl1.jpg)
If anyone is able to edit this with the POF I'd like to give them my version of the POF cause I already changed some things.
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Ohhhh nooo, not again !!!:hopping:
This is exactly the same ship I wanted to use in my mod.
Sigh, another campaign idea I can trash.
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Ohhhh nooo, not again !!!:hopping:
This is exactly the same ship I wanted to use in my mod.
Sigh, another campaign idea I can trash.
Parellel universes..... who says you can't use that ship? :)
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Ohhh Kara.... :)
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Yeah, but if I use the same ship It will look like that I just stole the Idea.
Then it isn't something original anymore.
No one will be interested in it.
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Huh? :confused:
No one would think that because this ship isn't made by us two, don't you think? It's available for everyone and as you can see my version is re-textured (and hopefully re-turreted). Furthermore, it doesn't carry any GTVA weapon because my mod doesn't play in the FS2-universe. Hell, if anyone asks me if you stole the idea from my mod I'll simply say no.
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That changes everything.
If your mod doesn't play in the Freespace Universum
I can continue to release the best campaign that ever was and ever will be!! Muhahahahhaha !!!
(No, I'm not insane :nervous: :nervous:)
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I can continue to release the best campaign that ever was and ever will be!! Muhahahahhaha !!!
(No, I'm not insane :nervous: :nervous:)
I'll be the judge of sanity... So far your just "Crazy-Lite'...
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Ohhh Kara.... :)
I was wondering why my ears were burning :D
The solution is to convert the model to a .cob (using PCS) and then add the turrets you want using the modelling program of your choice.
My FAQ has a tutorial on how to add turrets which you should find pretty useful.
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Ohhh Kara.... :)
I hope you left the money on the sideboard, then.
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Why? Did he stiff you?
In both senses of the phrase.
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I was wondering why my ears were burning :D
The solution is to convert the model to a .cob (using PCS) and then add the turrets you want using the modelling program of your choice.
My FAQ has a tutorial on how to add turrets which you should find pretty useful.
Well, I never worked with PCS, but I'll give it a try. Thx!
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Problems... :sigh:
I was playing around with the Omen-model in TrueSpace to get a feeling for the program. It worked fine, I added two turrets by CnP, renamed them so they don't mix up and glued them to the model (I know I should've used TrueView, but I was playing and wanted to know WHY I shouldn't glue it ^^). So I ended up with a model that just had two turrets (and couldn't be converted back to POF, all converters crash). "No problem," I thought, "delete it and make a new COB".
Well, somehow PCS managed to mix up it's POF->COB / COB->POF settings. No matter which of both I select, the program searches for a COB-file instead of a POF file. So I searched for another tool that could do the work for me and I found POF2COB. Tested in on a random model and, yeah, TrueSpace can't open the file. Back to PCS. I deleted PCS, re-downloaded and re-installed it, but the bug is still there (also the changed folder paths, so I think somewhere on my PC is a file that saves this information, can't find it though).
Need help. :(
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wow I never heard of that before... :confused:
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I think you're misreading it actually. When you go conversion>POF to COB, it brings up a save COB file window - not an open COB window.
There are instructions in the wiki: POF to COB conversions
The opposite of COB to POF conversions, this feature allows you to convert a Freespace POF file into a COB file - for use in things like renders, or just general model editing. From the COB format, you can convert it to just about any other 3d model format for use in just about any 3d program.
To do this, just open up the POF file you want to convert, go to Conversions > POF to COB, and decide on a place (and filename) to save your new COB to.
Remember that when you convert from POF to COB, all the centres of everything in the model are ignored, an annoying bug in PCS that should get fixed with Kazans PCS 2.
This means that though your objects will still be in the right places, their centers and the lights glued to them will be at 0,0,0, meaning that in all likelihood, nothing will rotate correctly. If you plan to reconvert back to POF after some editing, you'll need to manually fix the centres of all affected objects.
Note the bolded bit - to convert from POF to COB, you need to open the POF file first as if you're editing it.
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Hmm, I'm getting old, forgot that I converted the first POF this way. Thx for reminding me. :lol: